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Messages - Duuvian

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2746
Spoiler (click to show/hide)
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Then goblins happened.

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Now while everyone is still battling a giant eagle decided to appear out of nowhere.
Spoiler (click to show/hide)

Also, I uncovered a cavern. It seems to boost wealth and space up enough to trigger a lot of migrant waves and possibly goblin ambushes. I set my migrant cap at 30 to keep fps decent and from being swamped with migrants.

EDIT: Elves just showed up right after the eagle! look what they brought on their first trip!

Spoiler (click to show/hide)


2747
Other Games / Re: Mount and Blade
« on: April 01, 2010, 10:05:26 pm »
Warband is out. I was in the demo, it's the multiplayer version of MB if you didn't hear.

Anyways, it's fun now, but when they update the internet infrastructure to that fiber optic stuff they came out with that allows speeds of gigabytes per second it will be truly epic, since I bet you could have actual armies rather then 32 players on a team (which is still admitadly alot)

Also, there doesn't seem to be much in the way of tactics at the moment. It would be cool to see if a bunch of players in a formation would work well compared to everyone running around by themselves like everyone did in beta.

Blocking is pretty easy with a shield, but it's tough to parry since the servers are mostly set to manual blocking. However, they added a new parrying feature. If you queue an attack and the enemy swings at the same time you do, if the weapons hit each other it count's as a parry which I though was very cool. I was starting to get the hang of this after a short while, but I still wasn't very good.

Also, some two handed hammers do damage through shields now.

2748
Hey guys. I've been reading your thread with interest and read the hellwiki. I found this on another forum, and it immediately made me think of HellMoo. No, I haven't tried it, I just read the article and laughed.

http://www.mektek.net/forums/index.php?showtopic=153806


2749
DF Announcements / Re: Dwarf Fortress 0.31.01 Released
« on: April 01, 2010, 09:47:06 pm »
Dwarfgasm!!

2750
Other Games / Re: eRepublik
« on: March 29, 2010, 12:45:29 am »
I signed up Zac. I am now your employee at Charmin Grains. When do we start using our economic power to take over the country, and eventually, the world?

I also started as a Paraguayan. I'm an automatic citizen.

2751
Curses / Re: LCS 4.02 Alpha Release 2
« on: March 20, 2010, 04:39:18 pm »
The fact that people don't ever seem to lose consciousness from pain after being shot is a flaw in pretty much every game, not just LCS. Shoot a hooker in GTA and half the time they'll run up and start punching you.

Next week, on mythbusters.

Haha I hope they shoot the host who doesn't wear the hat all the time in the gut. The guy with the hat should be allowed to shoot him for having to work with such an annoying co-host.

2752
DF Gameplay Questions / Re: Forcing Dwarfs to Train: Marksdwarf
« on: March 20, 2010, 04:13:02 pm »
I think before a dwarf goes to the archery range he stops at the barracks first. Maybe you could designate a portion of the locked room as a barracks, along with the other suggestions in this thread.

2753
Other Games / Re: Everquest
« on: March 19, 2010, 01:38:13 am »
Well, if you still have your old account info around I'd recommend plugging it into the free trial. It's really made it a better game I think. They've smoothed out a lot of the minor hassles EQ1 used to have.

2754
Other Games / Re: Everquest
« on: March 19, 2010, 12:49:22 am »
I played EQ up until shortly after the expansion that took you the moon. I was pretty young then. I saw they had a free trial going, remembered my old sony account and gave it a try. I got my old Enchanter from level 29 to level 51 during the free trial by soloing by myself and exploring.

It's got a ton of improvements. Not least is a city zone anyone can access called Plane of Knowledge. It's open to all races and classes. It replaced the nexus sort of. It has teleporters that go to all the starting cities and some other zones too, and you don't have to wait for the teleporter anymore, you just click the stone. It killed the druid porting economy though. You will still have to run to your corpse from there but it won't be a continent spanning run and the players can make SoW and invis potions, so unless your super poor it shouldn't be too hard. At any rate there won't be any 8 hour corpse runs. Theres also a corpse summoner npc you can use if your corpse rots away with your stuff on it. Plus you shouldn't die below level 40 is you get the cleric buff Temperance, which I talk about in a bit.

They also have a bazaar zone, with a very well designed search function. That means the classic memories of standing in a zone with 300 people using the public chat for the zone to advertise their inventory. Now they just stand in the bazaar and designate themselves as merchants and what they want to sell. I can't remember when they added the bazaar but I never saw it when I played the first time. By the way, what zone did your servers use? People usually say East Commonlands but for some reason on Veeshan it was North Freeport. You just had to meet the evil people in their tunnel.

As for leveling: up until level 51 it is MUCH MUCH MUCH easier to level up then what I remember. In addition there is a Cleric spell called Temperance, level 60 something spell, with higher versions too. Anyways, it adds 3 thousand HP, no matter your level. If you are level 5 with 200 hp or whatever it basically lets you kill things way higher level then you should be able to. It also can last 3 or 4 hours. You can combine this with "Hot Zones" which are old zones with new, sweet loot that also grant a substantial exp bonus for hunting in them. For example, lake of Ill Omen is the level 25 hot zone as of this moment. I managed to get my enchanter from level 29 to 51 during the trial, and half the time I was running around checking new stuff out, especially the plane of knowledge. The trial comes with like 12 expansions for free I think, and it applies it to your old EQ account permanently as far as I could tell. Also, if your character is old, don't be surprised by the amazing stuff compared to your old stuff on the bazaar.

2755
Curses / Re: Star Zoo Youtube Let's Play!
« on: March 18, 2010, 11:58:43 pm »
Part two was awesome. I wasn't expecting the gunfight.

2756
Curses / Re: LCS 4.02 Alpha Release 2
« on: March 18, 2010, 11:39:50 pm »
If you wanted to add Adrenaline effects you might as well add a "scared" effect too.

Actually, it is kind of silly for their agility and strength to go up after being wounded, because, you know, they've been wounded.

EDIT: Just read that it only increases on a bruise in the post before the one I replied to. That makes sense then.

2757

burning drowning elves

Hehehe. That's about the dwarfiest thing I've ever heard if I understand the meaning of Dwarfy correctly. It's got alcohol, likely an elaborate construction operated by a lever, magma, and elves being burned and drowned at the same time! This in itself is a huge a huge advance for dwarven culture. Imagine the engravings.

Someone should ask toady if we can fill a sealed room with alcohol or other liquids in the coming version. Someone besides me. Also they should ask if carp can swim in booze and can elves swim in it?

2758
DF Gameplay Questions / Re: So I found a moghopper...
« on: March 10, 2010, 02:50:32 pm »
You can check to see if any vermin creatures were brought by a caravan by constructing a cage and then assigning any new animals on the list to it. These new animals are actually in the cages that were brought to trade to you, but the game doesn't recognize them. When you assign the new vermin to a constructed cage a dwarf grabs a nearby animal trap from the furniture stockpile, steals the vermin from the trader's cage,  puts the vermin in it (because he doesn't want to carry a gross vermin) and takes it to the cage you assigned the vermin to. Elves are the ones who bring me the most vermin gifts.

Also, in order to make mog juice, I believe the mog hopper has to be untrained, so that means you will have to have caught it yourself in an animal trap.

The only thing you can do with trained vermin is allow dwarves to adopt them, which doesn't happen often since they are uncommon preferences for dwarves. I've had a couple dwarves who like turtles or rats, and one liked Bluejays once and I managed to trap one for him.

Also, some kinds aren't worth keeping in zoos because some dwarves dislike a certain type of vermin and get an unhappy thought from seeing it in a cage.

2759
Other Games / Re: Mount and Blade
« on: March 01, 2010, 11:01:55 am »
In the RCM, weapons did a lot more damage but armor was also better, which means unarmored horses and people died in a reasonable amount of attacks instead of surviving a dozen stabs to the face, while armored horses were at least as tough if not tougher then native depending on your weapon choice. However, it gave Nords with their axes a chance vs the Swadian Knights if you ordered the Nords to stand ground in a tight formation.

For example, the axes did piercing damage (because piercing goes through armor better then cutting and axes are historically good at penetrating things, which is why we use axes to chop wood.) Glaives did cutting damage for a swing and piercing for a stab, the same with swords. Swords did something like 32 damage vs native's 15ish, and armor had increased protection values to compensate. He also put most of the damage from bows onto the arrows instead, so he could simulate the effects of different arrow types, and made bows do cutting damage and crossbows piercing.

Ron is apparently an American professor teaching in China. He has mentioned that he has done extensive weapons testing versus various types of armors as well as significant research in that field (you should read his talk about the US Army studies of wounds in the Korean War). This made him uniquely qualified to write a Realistic Combat Model. However, I don't know if any mods that work with the newest version of M&B carry the RCM. I'll have to ask on the forum if he ever wrote a version of the RCM for the newest Native M&B.

EDIT:

Ah, I looked on the M&B file repository. Here is a version of the RCM for Native that is for M&B version 1.010/1.011

I have no idea what the current M&B version is since I haven't played it in a year or two, so install it with care. I'm fairly certain 1.010/1.011 was the last release before Warband.

http://www.mbrepository.com/file.php?id=1212

2760
Other Games / Re: Scary enemies in games
« on: March 01, 2010, 10:39:12 am »

In fact most things that involve the original World of Darkness PnP RPG were awesome, but now some other company bought it and made it into a twilight eske thing, the horror. The original one was very unforgiving and evil altogheder, the atmosphere was great.



Yeah, I played Bloodlines (good game) and I actually read a lot of the tabletop books because of it. Then I read the ones by the new company and was pissed by how much they gutted it. For instance, in the older books there were a crap ton, I think like 20ish, distinct clans of vampires, and in the newer ones they brought the number down to 5 or so for no good reason I can discern, along with making werethings super weird semi-jihadist type characters instead of just being, you know, werewolves. I HATE when a franchise changes hands and they change a bunch of stuff because they feel they need a new image or something.

Another good example of this is Mechwarrior: Dark Age. Sure, there are still giant robots fighting each other in good old fashioned mech battles but the way the backstory advances makes no sense and pisses off the fans.

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